class_name GameState
extends Node

signal state_transition_requested(new_state:Player.State,data:GameStateData)


var manager : GameManager = null
var state_data : GameStateData = null

func setup(context_manager:GameManager,context_state_data : GameStateData)->void:
	manager = context_manager
	state_data = context_state_data


func transition_state(new_state:GameManager.State,data : GameStateData = GameStateData.new())->void:
	state_transition_requested.emit(new_state,data)



	
